Public Test Realm -- Patch 1.0.5 Notes

Updates to patch notes can be found in red. Last updated October 10 at 11:45 a.m. PDT.

Below you'll find the preliminary PTR patch notes for 1.0.5. Please note that this isn't the final version of the 1.0.5 notes and that some changes may not be documented or described in full detail.

To provide feedback on these changes, please visit the PTR Feedback forum. To report any issues you experience while playing, please visit the the PTR Bug Report forum. Additional information about the PTR can be found in the PTR FAQ.

PTR Patch 1.0.5

These notes will be updated through the course of the testing process. Please be aware some changes may not go live until a new PTR build is released.

New System: Monster Power
Similar to the "Players X" command in Diablo II, Monster Power is a system designed to give players more control over how challenging enemies are in each difficulty. With this system, players can choose to increase the health and damage of monsters according to different "power levels" and in return they'll receive scaling bonuses to experience as well as boosts to Magic Find and Gold Find which will stack above the 300% cap. The option to increase Monster Power will be available to all players starting at level 1 in the Quest Selection window, and can be adjusted separately for Normal, Nightmare, Hell, and Inferno difficulties.

For more information on how to enable and use Monster Power, click here!

New Event: Infernal Machine
The Infernal Machine is a device that will allow level 60 players to battle "uber" versions of some of Sanctuary's most nefarious bosses. While the rewards for defeating these bosses will be great, some assembly is required. Only the most powerful Nephalem can unlock the secrets to building the Infernal Machine, but once forged the device can be used to open portals to special encounters featuring not one, but two bosses which have been augmented from their original versions, both in terms of difficulty and appearance. Defeating each boss pair will provide players with extra items and gold, as well as a chance to find components for a new Legendary ring.

Resplendent Chests will now operate similarly to Elite packs in Inferno difficulty:

When players open a Resplendent Chest, they will receive a reward based on how many Nephalem Valor stacks they have active at the time

Opening a Resplendent Chest will grant one stack of Nephalem Valor

Major in-game events will now grant one stack of Nephalem Valor when completed by a level 60 character in Inferno difficulty

If completed in a multiplayer game, all eligible characters in the party will receive the buff regardless of whether they participated in the event or were close to the event's location

Major in-game events in Inferno difficulty that involve a special chest or Unique monster will now also drop additional loot for every stack of Nephalem Valor a player has active at the time of the event’s completion

Several events have had Unique monsters added to them for this purpose

Followers, pets, and summoned creatures will no longer attack enemies that are in an idle state unless the player is within 10 yards of the enemy (note: Hydra heads and Sentry turrets are not affected by this change)

The reduction of snare effects against Elite monsters has been reduced (in the player’s favor):

Normal: 20% to 0%

Nightmare: 30% to 15%

Hell: 40% to 25%

Inferno: 40% to 25%

Crowd control effects will now be affected by diminishing returns. To learn more about how diminishing returns will work in Diablo III (and why these changes are an overall buff to player CC), click here!

The "Friend of Friend" feature for finding and adding Real ID friends is now available for Diablo III

A new item delivery system has been added that will allow Blizzard to send license-based items directly to players, for example: Collection's Edition rewards (you may see us testing this feature over the course of the PTR)

Achievements

An Achievement button has been added to the in-game hotbar

Players can now link Achievements in chat

Banners

Players can now customize their banner in-game while in town

Each banner reward type now has sub-categories organized by the content they were rewarded from (Hardcore, Crafting, Challenges, etc.)

New unlocked banner rewards are now highlighted so they can be found more easily

Chat

Players can now change font color (per channel) and size

Clicking on items linked in chat will now provide a comparison tooltip based on what you are currently wearing

Several additional improvements have been made to in-game chat to increase usability

Multiplayer

This means that players can leave the game to browse the Auction House or switch characters without being removed from the group (picking a hardcore character or a character not eligible to go back into the game, however, will disable the "Resume Game" button)

To leave a party while in-game, right-click on your hero portrait and select "Leave Game & Party"

To leave a party while in the hero screen, right-click on your hero and select "Leave Party"

Current cost is now a flat value per cycle + an additional cost based on attack speed. Changing this slightly so that the new continual cost is 7 flat + 3 per cycle. The end result is that the cost discrepancy between slow weapons and fast weapons has been greatly reduced.